Hey, I'm getting this weird pattern in my normal map that looks like this: I've tried a few remedies which have all been to no avail. So far I tried: - Triangulating the door. - Setting up new smoothing groups on the door. - Resetting the XForm of the both the LP door and HP door. Hopefully someone here knows of a way to…
The door still looks a little too far out from the wall. Also the door doesnt really make sense to me. The handle looks like it is almost in the middle of the door? Its in between the ornate parts of the door. Got some screen grabs from sniper elite v2, as its in the same wartime setting as yours.
Hello! So I've been working on this project for a bit now, and I wanted to see if I could get any feedback or critiques on anything relating to the scene/environment. I'm mainly looking to polish up the scene before I finish working on it. To provide a little bit of context of my thought process: I'm looking to have the…
If there are no large dirt, wer and tear areas etc then before you do the uvs delete the parts that will be duplicated, for example the door on one side. Do the uvs and when done copy the door and flip it and position it. The uvs will be copied on top of the original door uvs. The mesh will be an independant piece though.…
Thanks! The fire alarm is a bit large. Also the door is a 4:7 ratio, while most real world doors are 3:7 or 2.5:7. The real ratios look a bit strange in game though, also I wanted the door to be wide enough that the player could easily get through it. Might tinker with the scale of the fire alarm and the ratio of the door.
Hello, I'm working on a weapon model for my portfolio and have started to import my assets into Substance Painter for texturing, but have encountered a problem. My model is going to be rendered in Marmoset and it looks great there, but when I import my assets for Substance Painter the normals and lighting look really bad.…
Heh Eric, Thanks for the comments. It's still a WIP so elements such as the glass can change. The original door model had opaque reinforced glass. As I've changed my goals for the scene I want to create transparent glass. The glass here is a test to use all channels in the "data" texture. Reinforced glass could be created…
Yea one per room could be over the top and cost prohibitive. Maybe having one panic room with 4-5 classrooms attached to it? 1:1 is ideal and the most safe. Easier to get a small number of people into, faster to lock down. The problem with multiple doors into one central room is that with more people and more entry points…
hey all! just wanted to put my dom war deal in here as well as some newer stuff i quickly did up. so here's my finished domwar mini-contest! two corrupted champions backing up those polygon punching patriots at polycount! on the left is PHELGRUM: HIGH-BRANDISHER OF THE BIRD ABLAZE! holy-cake-eating-dinosaur! what a…
hi, I model a door and the selected part will have animation: so if I bake the AO there will be shadow showing in the door which means if the selected part removed it will show dark shadow in the door. so how usually handle the AO with the animation part ? do I move the animation part away from the door and let the static…